RLSplat: Resource-Linear Budget Control for Feed-forward 3D Gaussian Splatting
Injae Kim, Minseok Joo, Jihwan Park, Sehyung Kim, Minseong Bae, Hyunwoo J. Kim
KAIST · Korea University
Published October 20, 2026 · on the feed October 23, 2026 · ▲ 33 · arXiv 2610.27712
The abstract
Feed-forward 3D Gaussian Splatting (FF3DGS) reconstructs 3D scenes from images in a single forward pass, making it well-suited to applications that must operate within limited resource budgets. To further improve its practicality, recent budget-controllable FF3DGS methods allow the number of Gaussians to be adjusted at inference, so that the output meets a given storage limit or rendering-latency constraint. However, these methods overlook the cost of inference itself: to produce a representation with the target number of Gaussians, they first predict a dense set of Gaussians and then prune or select from it, requiring nearly constant latency and peak memory regardless of the budget. We therefore propose RLSplat, a resource-linear budget-controllable FF3DGS framework whose representation size, inference latency, and peak memory all decrease linearly as the Gaussian budget is reduced. Instead of pruning or selection, RLSplat learns a Gaussian allocation policy that distributes the budget across local scene regions, so that exactly the requested number of Gaussians is generated. These Gaussians are then refined through resource-linear Gaussian decoding, in which each Gaussian attends only to nearby Gaussians found via an efficient hierarchical neighbor search, so that the decoding cost decreases linearly with fewer Gaussians. In zero-shot evaluation, RLSplat outperforms prior budget-controllable methods at every budget, surpassing the strongest baseline even with 4times fewer Gaussians, while running up to 4.1times faster with 9.6times less peak memory at low budgets.
The Brief
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Transcript
RLSplat. Resource-Linear Budget Control for Feed-forward 3D Gaussian Splatting. By Injae Kim and five others, from KAIST and Korea University. Published on the twentieth of October. Its code repository is worked out: about fifty-five source files, with a readme and a licence.
Feed-forward 3D Gaussian Splatting, abbreviated FF3DGS, reconstructs a three-D scene from images in a single forward pass, which suits it to applications that have to operate within limited resource budgets. Recent budget-controllable FF3DGS methods go a step further, letting the number of Gaussians be adjusted at inference so that the output fits a given storage limit or rendering-latency constraint.
What those methods overlook is the cost of inference itself. To produce a representation with the target number of Gaussians, they first predict a dense set and then prune or select from it. The output shrinks, but the work done to reach it does not: latency and peak memory stay nearly constant whatever the budget. A device asking for a small, light representation still has to pay the full price of the dense prediction first, which defeats much of the point of asking for less.
RLSplat is a resource-linear, budget-controllable FF3DGS framework. Its representation size, its inference latency, and its peak memory all decrease linearly as the Gaussian budget is reduced. A smaller budget becomes cheaper to produce, not only cheaper to store. The design principle is to never make more Gaussians than were asked for, and to keep every later step's cost tied to how many there are.
Two pieces deliver that. The first replaces pruning and selection with a learned Gaussian allocation policy, which distributes the budget across local regions of the scene, so that exactly the requested number of Gaussians is generated and nothing surplus has to be thrown away.
The second is resource-linear Gaussian decoding, which refines those Gaussians. Each Gaussian attends only to nearby Gaussians, found through an efficient hierarchical neighbor search. Because attention stays local, the decoding cost falls linearly as the number of Gaussians falls. Allocation fixes the count, and local decoding makes the refinement scale with that count, so neither stage quietly reintroduces the dense cost.
In zero-shot evaluation, RLSplat outperforms prior budget-controllable methods at every budget. It surpasses the strongest baseline even when using four times fewer Gaussians. At low budgets it runs up to four point one times faster, with nine point six times less peak memory. Quality and efficiency move together here: the method leads on quality at each budget, and those speed and memory figures are the ones reported at the low end of the range.
The shift is in what a budget controls. Earlier methods let it govern the size of the result. RLSplat lets it govern the whole cost of getting there, so that asking for less really does mean spending less, in time and in memory, at every step from allocation to decoding.
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